Mercurial > rinkhals
annotate gamelib/animal.py @ 118:2c76ed47fc44
Remove chicken respawn at day start. Handle eaten chickens in henhouses better
author | Neil Muller <drnlmuller@gmail.com> |
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date | Wed, 02 Sep 2009 20:28:03 +0000 |
parents | d539ef5a3333 |
children | d2b19131d537 |
rev | line source |
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1 """Class for the various animals in the game""" |
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2 |
84 | 3 import random |
4 | |
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5 from pgu.vid import Sprite |
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6 from pgu.algo import getline |
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7 |
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8 import imagecache |
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9 import tiles |
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10 from misc import Position |
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11 import sound |
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12 import equipment |
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13 |
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14 class Animal(Sprite): |
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15 """Base class for animals""" |
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16 |
114 | 17 STEALTH = 0 |
18 | |
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19 def __init__(self, image_left, image_right, tile_pos): |
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20 # Create the animal somewhere far off screen |
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21 Sprite.__init__(self, image_left, (-1000, -1000)) |
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22 self.image_left = image_left |
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23 self.image_right = image_right |
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24 self.pos = Position(tile_pos[0], tile_pos[1]) |
84 | 25 self.equipment = [] |
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26 self.abode = None |
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27 |
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28 def loop(self, tv, _sprite): |
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29 ppos = tv.tile_to_view(self.pos.to_tuple()) |
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30 self.rect.x = ppos[0] |
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31 self.rect.y = ppos[1] |
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32 |
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33 def move(self, state): |
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34 """Given the game state, return a new position for the object""" |
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35 # Default is not to move |
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36 pass |
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37 |
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38 def set_pos(self, tile_pos): |
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39 """Move an animal to the given tile_pos.""" |
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40 new_pos = Position(*tile_pos) |
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41 self._fix_face(new_pos) |
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42 self.pos = new_pos |
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43 |
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44 def _fix_face(self, final_pos): |
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45 """Set the face correctly""" |
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46 if final_pos.left_of(self.pos): |
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47 self.setimage(self.image_left) |
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48 elif final_pos.right_of(self.pos): |
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49 self.setimage(self.image_right) |
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50 |
84 | 51 def equip(self, item): |
52 self.equipment.append(item) | |
53 | |
54 def weapons(self): | |
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55 return [e for e in self.equipment if equipment.is_weapon(e)] |
84 | 56 |
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57 def covers(self, tile_pos): |
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58 return tile_pos[0] == self.pos.x and tile_pos[1] == self.pos.y |
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59 |
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60 class Chicken(Animal): |
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61 """A chicken""" |
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62 |
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63 def __init__(self, pos): |
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64 image_left = imagecache.load_image('sprites/chkn.png') |
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65 image_right = imagecache.load_image('sprites/chkn.png', |
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66 ("right_facing",)) |
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67 Animal.__init__(self, image_left, image_right, pos) |
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68 self.egg = False |
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69 self.egg_counter = 0 |
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70 |
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71 def move(self, gameboard): |
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72 """A free chicken will move away from other free chickens""" |
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73 pass |
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74 |
116
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75 def lay(self): |
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76 """See if the chicken lays an egg""" |
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77 if not self.egg: |
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78 self.egg = True |
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79 self.egg_counter = 2 |
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80 |
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81 def hatch(self): |
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82 """See if we have an egg to hatch""" |
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83 if self.egg: |
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84 self.egg_counter -= 1 |
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85 if self.egg_counter == 0: |
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86 # Egg hatches |
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87 self.egg = False |
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88 return Chicken(self.pos.to_tuple()) |
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89 return None |
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90 |
84 | 91 def _find_killable_fox(self, weapon, gameboard): |
92 """Choose a random fox within range of this weapon.""" | |
93 killable_foxes = [] | |
94 for fox in gameboard.foxes: | |
114 | 95 if not visible(self, fox): |
96 continue | |
84 | 97 if weapon.in_range(gameboard, self, fox): |
98 killable_foxes.append(fox) | |
99 if not killable_foxes: | |
100 return None | |
101 return random.choice(killable_foxes) | |
102 | |
103 def attack(self, gameboard): | |
104 """An armed chicken will attack a fox within range.""" | |
105 if not self.weapons(): | |
106 # Not going to take on a fox bare-winged. | |
107 return | |
108 # Choose the first weapon equipped. | |
109 weapon = self.weapons()[0] | |
110 fox = self._find_killable_fox(weapon, gameboard) | |
111 if not fox: | |
112 return | |
113 if weapon.hit(gameboard, self, fox): | |
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114 sound.play_sound("kill-fox.ogg") |
84 | 115 gameboard.kill_fox(fox) |
116 | |
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117 def outside(self): |
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118 return self.abode is None |
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119 |
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120 class Egg(Animal): |
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121 """An egg""" |
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122 |
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123 def __init__(self, pos): |
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124 image = imagecache.load_image('sprites/egg.png') |
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125 Animal.__init__(self, image, image, pos) |
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126 |
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127 # Eggs don't move |
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128 |
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129 class Fox(Animal): |
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130 """A fox""" |
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131 |
114 | 132 STEALTH = 20 |
133 | |
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134 costs = { |
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135 # weighting for movement calculation |
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136 'grassland' : 2, |
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137 'woodland' : 1, # Try to keep to the woods if possible |
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138 'broken fence' : 2, |
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139 'fence' : 10, |
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140 'guardtower' : 2, # We can pass under towers |
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141 'henhouse' : 2, |
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142 } |
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143 |
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144 def __init__(self, pos): |
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145 image_left = imagecache.load_image('sprites/fox.png') |
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146 image_right = imagecache.load_image('sprites/fox.png', |
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147 ("right_facing",)) |
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148 Animal.__init__(self, image_left, image_right, pos) |
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149 self.landmarks = [self.pos] |
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150 self.hunting = True |
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151 self.dig_pos = None |
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152 self.tick = 0 |
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153 |
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154 def _cost_tile(self, pos, gameboard): |
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155 if gameboard.in_bounds(pos): |
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156 this_tile = gameboard.tv.get(pos.to_tuple()) |
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157 cost = self.costs.get(tiles.TILE_MAP[this_tile], 100) |
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158 else: |
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159 cost = 100 # Out of bounds is expensive |
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160 return cost |
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161 |
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162 def _cost_path(self, path, gameboard): |
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163 """Calculate the cost of a path""" |
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164 total = 0 |
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165 for pos in path: |
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166 total += self._cost_tile(pos, gameboard) |
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167 return total |
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168 |
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169 def _gen_path(self, start_pos, final_pos): |
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170 """Construct a direct path from start_pos to final_pos, |
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171 excluding start_pos""" |
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172 if abs(start_pos.x - final_pos.x) < 2 and \ |
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173 abs(start_pos.y - final_pos.y) < 2: |
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174 # pgu gets this case wrong on occasion. |
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175 return [final_pos] |
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176 start = start_pos.to_tuple() |
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177 end = final_pos.to_tuple() |
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178 points = getline(start, end) |
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179 points.remove(start) # exclude start_pos |
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180 if end not in points: |
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181 # Rounding errors in getline cause this |
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182 points.append(end) |
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183 return [Position(x[0], x[1]) for x in points] |
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184 |
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185 def _find_best_path_step(self, final_pos, gameboard): |
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186 """Find the cheapest path to final_pos, and return the next step |
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187 along the path.""" |
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188 # We calculate the cost of the direct path |
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189 direct_path = self._gen_path(self.pos, final_pos) |
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190 min_cost = self._cost_path(direct_path, gameboard) |
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191 min_path = direct_path |
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192 # is there a point nearby that gives us a cheaper direct path? |
71 | 193 # This is delibrately not finding the optimal path, as I don't |
194 # want the foxes to be too intelligent, although the implementation | |
195 # isn't well optimised yet | |
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196 poss = [Position(x, y) for x in range(self.pos.x - 3, self.pos.x + 4) |
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197 for y in range(self.pos.y - 3, self.pos.y + 4) |
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198 if (x, y) != (0,0)] |
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199 for start in poss: |
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200 cand_path = self._gen_path(self.pos, start) + \ |
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201 self._gen_path(start, final_pos) |
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202 cost = self._cost_path(cand_path, gameboard) |
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203 if cost < min_cost: |
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204 min_cost = cost |
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205 min_path = cand_path |
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206 if not min_path: |
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207 return final_pos |
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208 return min_path[0] |
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209 |
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210 def _find_path_to_woodland(self, gameboard): |
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211 """Dive back to woodland through the landmarks""" |
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212 # find the closest point to our current location in walked path |
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213 if self.pos == self.landmarks[-1]: |
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214 if len(self.landmarks) > 1: |
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215 self.landmarks.pop() # Moving to the next landmark |
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216 else: |
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217 # Safely back at the start |
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218 return self.pos |
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219 return self._find_best_path_step(self.landmarks[-1], gameboard) |
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220 |
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221 def _find_path_to_chicken(self, gameboard): |
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222 """Find the path to the closest chicken""" |
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223 # Find the closest chicken |
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224 min_dist = 999 |
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225 closest = None |
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226 for chicken in gameboard.chickens: |
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227 dist = chicken.pos.dist(self.pos) |
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228 if dist < min_dist: |
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229 min_dist = dist |
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230 closest = chicken |
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231 if not closest: |
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232 # No more chickens, so leave |
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233 self.hunting = False |
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234 return self.pos |
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235 if closest.pos == self.pos: |
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236 # Caught a chicken |
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237 self._catch_chicken(closest, gameboard) |
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238 return self.pos |
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239 return self._find_best_path_step(closest.pos, gameboard) |
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240 |
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241 def _catch_chicken(self, chicken, gameboard): |
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242 """Catch a chicken""" |
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243 sound.play_sound("kill-chicken.ogg") |
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244 gameboard.remove_chicken(chicken) |
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245 self.hunting = False |
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246 |
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247 def _update_pos(self, gameboard, new_pos): |
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248 """Update the position, making sure we don't step on other foxes""" |
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249 final_pos = new_pos |
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250 moves = [Position(x, y) for x in range(self.pos.x-1, self.pos.x + 2) |
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251 for y in range(self.pos.y-1, self.pos.y + 2) |
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252 if (x,y) != (0,0)] |
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253 blocked = False |
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254 for fox in gameboard.foxes: |
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255 if fox is not self and fox.pos == new_pos: |
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256 blocked = True |
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257 if fox.pos in moves: |
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258 moves.remove(fox.pos) |
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259 if blocked: |
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260 # find the cheapest point in moves to new_pos that's not blocked |
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261 final_pos = None |
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262 min_cost = 1000 |
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263 for poss in moves: |
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264 cost = self._cost_tile(poss, gameboard) |
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265 if cost < min_cost: |
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266 min_cost = cost |
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267 final_pos = poss |
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268 if gameboard.in_bounds(final_pos): |
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269 this_tile = gameboard.tv.get(final_pos.to_tuple()) |
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270 else: |
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271 this_tile = tiles.REVERSE_TILE_MAP['woodland'] |
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272 if tiles.TILE_MAP[this_tile] == 'broken fence' and self.hunting: |
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273 # We'll head back towards the holes we make/find |
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274 self.landmarks.append(final_pos) |
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275 elif tiles.TILE_MAP[this_tile] == 'fence' and not self.dig_pos: |
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276 self._dig(final_pos) |
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277 return self.pos |
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278 return final_pos |
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279 |
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280 def _dig(self, dig_pos): |
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281 """Setup dig parameters, to be overridden if needed""" |
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282 self.tick = 5 |
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283 self.dig_pos = dig_pos |
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284 |
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285 def _make_hole(self, gameboard): |
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286 """Make a hole in the fence""" |
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287 gameboard.tv.set(self.dig_pos.to_tuple(), |
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288 tiles.REVERSE_TILE_MAP['broken fence']) |
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289 self.dig_pos = None |
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290 |
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291 def move(self, gameboard): |
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292 """Foxes will aim to move towards the closest henhouse or free |
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293 chicken""" |
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294 if self.dig_pos: |
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295 if self.tick: |
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296 self.tick -= 1 |
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297 # We're still digging through the fence |
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298 # Check the another fox hasn't dug a hole for us |
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299 # We're too busy digging to notice if a hole appears nearby, |
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300 # but we'll notice if the fence we're digging vanishes |
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301 this_tile = gameboard.tv.get(self.dig_pos.to_tuple()) |
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302 if tiles.TILE_MAP[this_tile] == 'broken fence': |
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303 self.tick = 0 |
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304 return |
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305 else: |
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306 # We've dug through the fence, so make a hole |
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307 self._make_hole(gameboard) |
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308 return |
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309 if self.hunting: |
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310 desired_pos = self._find_path_to_chicken(gameboard) |
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311 else: |
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312 desired_pos = self._find_path_to_woodland(gameboard) |
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313 final_pos = self._update_pos(gameboard, desired_pos) |
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314 self._fix_face(final_pos) |
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315 self.pos = final_pos |
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316 |
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317 class NinjaFox(Fox): |
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318 """Ninja foxes are hard to see""" |
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319 |
114 | 320 STEALTH = 60 |
321 | |
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322 class DemoFox(Fox): |
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323 """Demolition Foxes destroy fences easily""" |
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324 |
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325 class GreedyFox(Fox): |
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326 """Greedy foxes eat more chickens""" |
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327 |
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328 def __init__(self, pos): |
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329 Fox.__init__(self, pos) |
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330 self.chickens_eaten = 0 |
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331 |
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332 def _catch_chicken(self, chicken, gameboard): |
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333 gameboard.remove_chicken(chicken) |
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334 self.chickens_eaten += 1 |
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335 if self.chickens_eaten > 2: |
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336 self.hunting = False |
114 | 337 |
338 def visible(watcher, watchee): | |
339 roll = random.randint(1, 100) | |
340 distance = watcher.pos.dist(watchee.pos) - 1 | |
341 return roll > watchee.STEALTH + 10*distance |